node-plantuml
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If the PlantUML script is too large?
Hi,
I met a issue. When the PlantUML script is too large exceeding 113 rows. The fig only show parts.
Bin
I've just tried this diagram:
@startuml
Hide circle
note "Character Combat and Dependencies\nAuthors: Sean Harris and Ranger Adams\nEdited By Greg Donaldson\nReviewed by Justin Hall & E. Thompson" as N1
package PossessionInfo {
class PossessionDeck
class Possession
class Ship
class Companion
}
package Units {
class Character
class IrateLocals
class Creatures
class MilitaryUnit
}
package Stacks {
class AttackerStack
class DefenderStack
}
class PossessionDeck {
availablePossessions : list
updatePossessionDeck()
}
PossessionDeck o-- Possession
class Possession {
name : str
type : str
description : str
attackModifier : int
damageModifier : int
bonusDrawModifier : int
removeWounds()
repairCheck()
}
Possession o-- Ship
Possession o-- Companion
class Ship {
name : string
cannons : int
shields : int
maneuver : int
maxPassengers : int
}
class Companion {
name : string
combatBonus : int
intelligenceBonus : int
diplomacyBonus : int
navigationBonus : int
special : list
getSpecial()
}
Character - Possession : < Assigned
class Character {
allegiance : string (Rebel or Imperial)
name : string
title : string
combat : int
endurance : int
intelligence : int
leadership : int
diplomacy : int
navigation : int
homePlanet : string
effectiveCombatRating : int
wounds : int
leader : boolean
detected : boolean
captured : boolean
active : boolean
bonusDraws : list
}
MissionGroupStack *-- Character
class MissionGroupStack {
effectiveCombatRating : int
currentMission : char
bonusDraws : list
}
MissionGroupStack - MissionDeck : Selects >
MissionGroupStack - MilitaryUnit : > Can Effect
class MissionDeck {
availableMissions : list
updateMissionDeck()
}
Mission - MissionGroupStack : < Assigned
Mission o- MissionDeck
Mission - IrateLocals : Can Create >
Mission - Creatures : Can Create >
class Mission {
name : string
type : char
description : string
actionEventCheck()
}
DefenderStack *-- Character
DefenderStack *-- MissionGroupStack
class DefenderStack {
defenderType : list
defenseDifferential : dictionary
defenseModifier : list
retaliate()
breakOff()
inactive()
applyWounds()
updateCombatRating()
}
AttackerStack - DefenderStack : Attacks >
AttackerStack *-- Character
AttackerStack *-- IrateLocals
AttackerStack *-- Creatures
AttackerStack *-- MilitaryUnit
class AttackerStack {
attackerType : list
attackDifferential : dictionary
attackModifier : list
currentRound : int
attack()
capture()
applyWounds()
updateCombatRating()
updateModifiers()
}
class IrateLocals {
type : string
name : string
combat : int
endurance : int
homePlanet : string
attackType : string
effectiveCombatRating : int
wounds : int
getType()
}
Creatures <|-- IrateLocals
class Creatures {
combatShift : int
breakOffModifier : int
bonusDrawModifier : int
getSpecial()
}
class MilitaryUnit {
allegiance : string (Rebel or Imperial)
type : string
name : string
combat : int
endurance : int
environType : string
effectiveCombatRating : int
wounds : int
}
@enduml
And it works just fine, it generated whole diagram.